Forgetting to delete leads to memoryleaks

This commit is contained in:
Dynamitos
2023-11-07 16:55:13 +01:00
parent 46a0befb80
commit ecb5050dc7
29 changed files with 178 additions and 173 deletions
+2 -2
View File
@@ -75,7 +75,7 @@ void BasePass::render()
graphics->beginRenderPass(renderPass);
Gfx::ShaderPermutation permutation;
permutation.hasFragment = true;
if(Gfx::useMeshShading)
if(graphics->supportMeshShading())
{
permutation.useMeshShading = true;
permutation.hasTaskShader = true;
@@ -115,7 +115,7 @@ void BasePass::render()
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if(Gfx::useMeshShading)
if(graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
+1 -1
View File
@@ -19,7 +19,7 @@ public:
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
Gfx::PRenderTargetAttachment colorAttachment;
Gfx::ORenderTargetAttachment colorAttachment;
Gfx::PTexture2D depthBuffer;
Gfx::PShaderBuffer oLightIndexList;
Gfx::PShaderBuffer tLightIndexList;
@@ -39,7 +39,7 @@ void DepthPrepass::render()
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
Gfx::ShaderPermutation permutation;
permutation.hasFragment = false;
if(Gfx::useMeshShading)
if(graphics->supportMeshShading())
{
permutation.useMeshShading = true;
permutation.hasTaskShader = true;
@@ -76,7 +76,7 @@ void DepthPrepass::render()
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if(Gfx::useMeshShading)
if(graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
@@ -107,7 +107,7 @@ void DepthPrepass::render()
descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
if(Gfx::useMeshShading)
if(graphics->supportMeshShading())
{
command->dispatch(instance.numMeshes, 1, 1);
}
+1 -1
View File
@@ -226,7 +226,7 @@ TextPass::FontData& TextPass::getFontData(PFontAsset font)
gd.bearing = value.bearing;
gd.size = value.size;
gd.advance = value.advance;
textures.add(value.texture);
textures.add(font->getTexture(value.textureIndex));
}
fd.glyphDataSet = glyphData;